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Move Approval V
(05-31-2018, 04:18 PM)Jack Darby Wrote: Oan Power Ring (900, Physical Strength, Ranged Proficiency, Ranged Control, Ranged Materialise): 

In the days of the original Green Lantern Corps, the Guardian known as Meadlux created a power ring specifically for the Guardians. An Oan power ring possessed the same capabilities as a standard ring, but was fueled by the internal power of its wielder and thus did not need to be recharged. Unlike the traditional Green Lantern Ring, an Oan ring did not contain the impurity that restricted its capabilities against materials colored yellow. The revelation that such a weapon existed caused a great schism within the ranks of the Green Lantern Corps. Officers who had lost close comrades due to adversaries empowered by yellow weaponry lost faith in the Guardians, some of whom, such as Galius Zed, Eddore and Kaylark even went so far as to turn their backs on the Guardians, coveting the rings for themselves. Another group of individuals who took an interest in the Oan rings were the space pirates known as the Free Lancers..In the Omniverse the ring may have lost it's properties, for the most part.  Jack does not like wielding the Oan Power Ring. 
  • This ring is still capable of shooting green energy beams out of it. The beams appear to be fists made out of a green crystalline energy. They travel at the speed of an arrow. This can be used while moving, or with other moves. This is moderately draining, equivalent to a light work out when he uses it. Each blast has 5 seconds to cool down. It has a range of 75 feet. The ring was discovered somewhere in Camelot by Jack. While not an ideal power ring, the ring has been picked up by him because he needs one. This is the typical attack mode of the ring. 
  • Jack Darby can summon objects with his ring to interact with and manipulate objects at range. These manipulations are analogous to the things that a person with two large hands could feasibly complete (moving, pushing, pulling, pressing, turning, etc). 

    These objects have superficial images associated with them, always in the form of an object that is completing the task. If the object is grabbing and moving another thing, it will have a "grasping" mechanic, be it a hand, a mouth, a clamp, a claw, etc. These images are purely illusory, and the strength of the object is always the same. That means that a Construct shaped like a hand and a Construct shaped like a crowbar are equally good at prying something open and etc. These grabbing constructs appear as a tendril of rope-like light that extends from Jack's power ring, ending in the chosen 'grabber'. They can extend as far as Jack's concentration allows, but the longer the grabber, the more easily it is broken. His constructs are colored emerald. 

    While these objects are illusory and can fulfill only one purpose, they can be attacked, damaged and destroyed. The more damage they take, the more strain it puts on Jack's mind. The more energy he puts into these objects, the harder they are to break but the more physically and mentally exhausted he becomes. These objects will immediately dissipate upon his breaking his concentration for any reason. Maximum range of ~30 meters (~100 feet) This is the 2nd ability of the ring.
[Image: latest?cb=20090614003424]

Jack/Warren, please keep all your old approval links. I'm fairly sure you've probably had this approved before. Just keep track of your old links and rebuy your old moves as needed. Either way, what I have in the above quote is approved. But note I made changes to the title (I shifted the required proficiencies) as you randomly put one move title inside another.

Secondly, I did see your edit just now (and your edited version of the move isn't approved, but the above version is).

If you want to attack people with this, you'll have to explain how. Are you pushing them about? Hitting them with crowbars? Choking them? Trying to pick them up and toss them about? It'll cost you 300 OM per function (i.e. 300 OM to choke people, 300 OM to shove them, etc.). Also, attacking people contradicts the "These images are purely illusory" part of the move earlier, so you really do need to elaborate on how.
Return to Sender – (Ranged Proficiency, Debuff Proficiency, Area Attack?) – 300 OM

A defensive technique where Makoto spends a second concentrating on imbuing his weapon with wind magic, visually represented by a small green vortex surrounding the blade. Makoto can move around normally during this time and while the blade is 'charged', but using any other spell or using his blade to physically attack or block cancels the charge.

On his next swing, a powerful gust of wind violently pushes back on whatever is in front of Makoto in a two-meter-wide arc that travels for 5 meters directly away from him, reaching its max distance and harmlessly dispersing after a second.

Projectiles that’re no smaller than a baseball and no faster than an arrow are redirected to travel in roughly the direction they came from at half their original speed. Too small or too fast projectiles like bullets get their trajectories slightly altered and just have their overall accuracy decreased.

If this move is used on a prime its effectiveness is based on Makoto’s ATK relative to the prime’s DEF. When the prime’s DEF is higher than Makoto’s ATK they’re only slightly slowed down as the wind passes over them. When the stats are equal the prime has to completely stop and root themselves to the ground for a second as the wave hits them. Ones with lower DEF are lifted up and thrown back two meters for every point in Makoto’s favor.

Pulling this maneuver multiple times in quick succession is guaranteed to leave Makoto gasping for breath, but is manageable when used sparingly. This move does absolutely no damage on its own and is intended to create distance and tactically use the landscape of the battlefield.
(05-31-2018, 06:21 PM)Makoto Yuki Wrote: Return to Sender – (Ranged Proficiency, Debuff Proficiency, Area Attack?) – 300 OM

A defensive technique where Makoto spends a second concentrating on imbuing his weapon with wind magic, visually represented by a small green vortex surrounding the blade. Makoto can move around normally during this time and while the blade is 'charged', but using any other spell or using his blade to physically attack or block cancels the charge.

On his next swing, a powerful gust of wind violently pushes back on whatever is in front of Makoto in a two-meter-wide arc that travels for 5 meters directly away from him, reaching its max distance and harmlessly dispersing after a second.

Projectiles that’re no smaller than a baseball and no faster than an arrow are redirected to travel in roughly the direction they came from at half their original speed. Too small or too fast projectiles like bullets get their trajectories slightly altered and just have their overall accuracy decreased.

If this move is used on a prime its effectiveness is based on Makoto’s ATK relative to the prime’s DEF. When the prime’s DEF is higher than Makoto’s ATK they’re only slightly slowed down as the wind passes over them. When the stats are equal the prime has to completely stop and root themselves to the ground for a second as the wave hits them. Ones with lower DEF are lifted up and thrown back two meters for every point in Makoto’s favor.

Pulling this maneuver multiple times in quick succession is guaranteed to leave Makoto gasping for breath, but is manageable when used sparingly. This move does absolutely no damage on its own and is intended to create distance and tactically use the landscape of the battlefield.

The push has a large area of effect, so it does need area attack. It does not need debuff, as its effect is instant (a sustained slow would need debuff though, but a push does not)

"Ones with lower DEF are lifted up and thrown back two meters for every point in Makoto’s favor."
This stacks a little too heavily for a move with a 1 second charge time. I'd allow something like:
2m knockback for ATK equal to DEF (but they can brace to stand upright)
decreasing down to a minimum of half that for ATK equal to half DEF (easy to stay upright)
increasing up to a max of double that for ATK equal to double DEF (hard to stay upright)

(which is probably a smoother scale - so you might actually prefer it)

(you could get higher knockback numbers by spending 600 OM and having it deflect objects OR push people - but as this move can do 2 things at the same time, those things will be weaker)
That's fine with me.

[spoiler]Return to Sender – (Ranged Proficiency, Area Attack) – 300 OM

A defensive technique where Makoto spends a second concentrating on imbuing his weapon with wind magic, visually represented by a small green vortex surrounding the blade. Makoto can move around normally during this time and while the blade is 'charged', but using any other spell or using his blade to physically attack or block cancels the charge.

On his next swing, a powerful gust of wind violently pushes back on whatever is in front of Makoto in a two-meter-wide arc that travels for 5 meters directly away from him, reaching its max distance and harmlessly dispersing after a second.

Projectiles that’re no smaller than a baseball and no faster than an arrow are redirected to travel in roughly the direction they came from at half their original speed. Too small or too fast projectiles like bullets get their trajectories slightly altered and just have their overall accuracy decreased.

If this move is used on a prime they're knocked back a minimum of one meter if their DEF is double that of Makoto's ATK, two meters if their stats are equally matched, and up to a maximum of four meters when the opponent's DEF is half that of Makoto's ATK. Any prime may attempt to brace themselves and resist the wind, but doing so requires their concentration and is more fatiguing to do the lower their DEF is.

Pulling this maneuver multiple times in quick succession is guaranteed to leave Makoto gasping for breath, but is manageable when used sparingly. This move does absolutely no damage on its own and is intended to create distance and tactically use the landscape of the battlefield.[/spoiler]
(05-31-2018, 06:56 PM)Makoto Yuki Wrote: That's fine with me.

[spoiler]Return to Sender – (Ranged Proficiency, Area Attack) – 300 OM

A defensive technique where Makoto spends a second concentrating on imbuing his weapon with wind magic, visually represented by a small green vortex surrounding the blade. Makoto can move around normally during this time and while the blade is 'charged', but using any other spell or using his blade to physically attack or block cancels the charge.

On his next swing, a powerful gust of wind violently pushes back on whatever is in front of Makoto in a two-meter-wide arc that travels for 5 meters directly away from him, reaching its max distance and harmlessly dispersing after a second.

Projectiles that’re no smaller than a baseball and no faster than an arrow are redirected to travel in roughly the direction they came from at half their original speed. Too small or too fast projectiles like bullets get their trajectories slightly altered and just have their overall accuracy decreased.

If this move is used on a prime they're knocked back a minimum of one meter if their DEF is double that of Makoto's ATK, two meters if their stats are equally matched, and up to a maximum of four meters when the opponent's DEF is half that of Makoto's ATK. Any prime may attempt to brace themselves and resist the wind, but doing so requires their concentration and is more fatiguing to do the lower their DEF is.

Pulling this maneuver multiple times in quick succession is guaranteed to leave Makoto gasping for breath, but is manageable when used sparingly. This move does absolutely no damage on its own and is intended to create distance and tactically use the landscape of the battlefield.[/spoiler]

Approved.
[Tier 1 Super Defence] Divination: (600 OM) [Requires Buff, Area Defence]

Engulfing his body in the invisible magic of his sword he is capable of all around stopping the power from a tier one super attack, as he seems all but unfazed and unaffected by what ever was trying to hit him. Simply either plowing through it or just standing there as if the attack did nothing at all with maybe a scuff or two for dramatics.

[Tier 2 Super Defence] Expiation: (800 OM) [Requires Buff, Area Defence]

Forming a stronger version of his shield it can be channeled for up to three seconds before being used, allowing it to be summoned onto his body to protect against tier two super attacks. Creating a veil of protection that stops him from being damaged damaged or effected by those attacks if blocked.
Ricter CasengerPurchases LogATK: 1 • DEF: 7 • SPD: 3 • TEC: 3
(05-31-2018, 09:31 PM)Ricter Wrote: [Tier 1 Super Defence] Divination: (600 OM) [Requires Buff, Area Defence]

Engulfing his body in the invisible magic of his sword he is capable of all around stopping the power from a tier one super attack, as he seems all but unfazed and unaffected by what ever was trying to hit him. Simply either plowing through it or just standing there as if the attack did nothing at all with maybe a scuff or two for dramatics.

[Tier 2 Super Defence] Expiation: (800 OM) [Requires Buff, Area Defence]

Forming a stronger version of his shield it can be channeled for up to three seconds before being used, allowing it to be summoned onto his body to protect against tier two super attacks. Creating a veil of protection that stops him from being damaged damaged or effected by those attacks if blocked.

Approved.
Arm Cannon (800) Tier 2 Super Attack (Requires Ranged Attack Proficiency, Survival)

[spoiler] Strazio raises one of his arms and points at a target. Starting from his fingertips and moving up to his shoulder his arm is torn apart and converted into pure magickal energy. Once his arm is completely converted he fires the energy towards a target up to 150 meters away. This lance of destruction travels incredibly fast, reaching max range after only a few seconds. It has a diameter of about three to four inches with a total length of about 20-30 feet. While it lacks any sort of sharp point it will pierce through most soft targets due to its relatively small diameter. After this attack Strazio loses 5 points of HP due to his arm being missing. A small portion of the initial energy is used to cauterize and char a good chunk of the remaining stub in order to staunch any potential blood loss. [/spoiler]
[Image: StrazSig.png]

[Image: DarkshireBadge.png][Image: DarkshireDefenseBadge.png][Image: SecondarySaga.png][Image: HerosGraveyardBadge.png]
@Strazio

Arm Cannon - Not really sure why you'd want to take damage from this. You could just have your arm reform? But I guess it's fine. Approved.
Alright, get ready for something that will most definitely be causing controversy. 


Jack of all Trades(600OM; Tier One Super Utility; Requires Physical Strength, Ranged Proficiency, Area Attack, Area Defense, Insight)
Demetri channels his omnilium reserves for five seconds in order to adapt and make use of weapons that are not his. For thirty seconds, any incidental weapons Demetri finds are temporarily boosted in durability and strength to be able to handle his power. Prime weapons are also susceptible to this effect, however, they will still only deal an average amount of damage to opponents, scaling to Demetri, regardless of how powerful they were in the original owner's hands. Demetri must also take on any downsides that apply to the wielder of the weapon upon use. For example, if a weapon has a charge time and requires a large amount of stamina, Demetri must exert the same effort even if it won't be used to its full effect. In addition, using Prime weapons requires having ALL of the proficiencies and powers necessary to activate said move. Once his reserves have been depleted, any and all weapons used are destroyed, returning to the previous owner's hands if stolen. This does not apply to super moves, items, or artifacts.

My argument just in case there is a debate, maybe there is none, but I still expect it.

The Mimic argument: Yes, I get that it's basically a cheaper mimic, but it does have downsides. First of all, Demetri has to find these weapons first, whether it's through taking a stormtroopers laser rifle or stealing a sword from someone using my pickpocket move. Secondly, this is temporary and costs SP to use, making it much less efficient than regular mimic. Third, I absolutely need the proficiencies of the weapon to use it, and super moves are not even eligible. Sure with spare swords or guns in an arena its simply ranged or physical strength, but this matters more with Prime weapons since they are more versatile. Lastly, these will behave like regular moves, though with less damage being dealt. I'm not expecting to steal Doomguy's BFG and tear someone in half, especially since my stats do not reflect that.

In regards to taking another Prime's weapon:

As it stands the more powerful an item is, the less likely I'm gonna be able to take it. From this perspective, I'm far more likely to take a basic 300 om move than Thaal Sinestro's ring. In addition, this super will have no direct way to steal somebody's weapon, unless they plan to just give it to me. This issue will probably be taken up with my pickpocket move, which is approved, but I will be reworking soon.

Thank you for reading and considering this audacious attempt at a super utility.
All warfare is based on deception.
[Image: YhlX1uk.gif]  [Image: biuvYus.gif]  [Image: 291ztlc.png]  [Image: NGVMDdY.gif] [Image: VKKZgMO.gif]
(06-01-2018, 02:57 AM)Demetri Malius Wrote: The Mimic argument: Yes, I get that it's basically a cheaper mimic, but it does have downsides. First of all, Demetri has to find these weapons first, whether it's through taking a stormtroopers laser rifle or stealing a sword from someone using my pickpocket move. Secondly, this is temporary and costs SP to use, making it much less efficient than regular mimic. Third, I absolutely need the proficiencies of the weapon to use it, and super moves are not even eligible. Sure with spare swords or guns in an arena its simply ranged or physical strength, but this matters more with Prime weapons since they are more versatile. Lastly, these will behave like regular moves, though with less damage being dealt. I'm not expecting to steal Doomguy's BFG and tear someone in half, especially since my stats do not reflect that.

In regards to taking another Prime's weapon:

As it stands the more powerful an item is, the less likely I'm gonna be able to take it. From this perspective, I'm far more likely to take a basic 300 om move than Thaal Sinestro's ring. In addition, this super will have no direct way to steal somebody's weapon, unless they plan to just give it to me. This issue will probably be taken up with my pickpocket move, which is approved, but I will be reworking soon.

Thank you for reading and considering this audacious attempt at a super utility.

I'm going say no here, at the moment. For 2 reasons:
1) This is incredibly weak for a super utility, if I allowed this I'd probably left you have it last for a round. I'd feel bad for giving this to you with its current duration.
2) We don't really allow people to avoid spending OM by spending SP. This is basically mimic, but kinda worse. I'll talk to some other staffers and get their opinions, but in short, you should probably just get mimic. Edit: I talked to some other staffers, and yeah. You'll need mimic. If you don't get mimic then you're basically spending SP to get free moves, even if you have to steal stuff first. And, as I said, you can't really spend SP to circumvent OM costs.

Some food for thought: An expensive normal move could replicate what you want, with you spending 300 OM per type of weapon. There's a precident that all standard rigid melee weapons can fit into a 900 OM move though: 300 - short (like a dagger), 300 - medium (like a sword), 300 - long (like a spear), so if you made a move that allowed you to use any weapon like that you find after infusing it with your Omnilium or something, sure. But without specifically buying the "rights" to use a weapon, it will be incidental. So that 900 OM thing wouldn't work with guns, for example.
@Strazio:

You have life burn, right? If you wanted to take damage like this (although it would mean upping the damage to 10, 8, or 6 depending on the life burn tier), you could say something about using life burn to power this each time. (It would save you SP though)

Otherwise, you're taking 5 damage with no benefit.
@Dane I planned on upgrading the move that way once I get Life Burn, but that's a ways off because I need powers cap and it unlocked. Regardless I like the flavor of it so I'd prefer to keep the damage despite there being no benefit to it.
[Image: StrazSig.png]

[Image: DarkshireBadge.png][Image: DarkshireDefenseBadge.png][Image: SecondarySaga.png][Image: HerosGraveyardBadge.png]
Ah, sure thing. Once you get life burn feel free to shove it back over in approval with some updates.
Trying to alter/upgrade this move: 

[spoiler]Umbral Tether (300) (Teleport): With a few seconds of concentration, Whirda creates a tether of shadow energy between herself and a single target. This is a touch move and cannot be used from a distance. When using shadow clone swap or shadow step (teleport), the target travels with Whirda, disappearing and reappearing beside her. The tether is single use and lasts ten seconds even if she doesn't make use of it. After the tether fades, Whirda must wait one minute to create another tether. A conscious enemy prime or prime-affiliated secondary can resist the effect of the tether and will not travel with Whirda. The tether can be used offensively or defensively on primes who are unconscious or otherwise unable to resist the effect.[/spoiler]

Potential upgraded version

Umbral Tether (300) (Teleport, Debuff Proficiency): Concentrating for three seconds, during which time she can move normally but cannot use other moves or powers, Whirda creates a tether between her and a single target.  Whirda must touch her opponent at the end of the concentration period to establish the tether, and the tether will then remain active for fifteen seconds even if Whirda and her opponent move away from each other.  While the tether is active, when Whirda teleports her target travels with her to the destination.  If the target is unsuspecting and does not have the Teleport power, they will experience disorientation and dizziness for about one second while they reorient themselves.  If the target has moved further from the destination point than the range Whirda charged her teleport for, they will be teleported toward the destination point a distance equal to that range.  A single teleport breaks the tether, and only one tether can be created per round. 

Edit: Regarding the bit about them being out of range but still teleporting, is it necessary to specify they can't be teleported inside solid objects or something else zany like that?
(06-01-2018, 11:37 AM)Whirda Wrote: Trying to alter/upgrade this move: 

[spoiler]Umbral Tether (300) (Teleport): With a few seconds of concentration, Whirda creates a tether of shadow energy between herself and a single target. This is a touch move and cannot be used from a distance. When using shadow clone swap or shadow step (teleport), the target travels with Whirda, disappearing and reappearing beside her. The tether is single use and lasts ten seconds even if she doesn't make use of it. After the tether fades, Whirda must wait one minute to create another tether. A conscious enemy prime or prime-affiliated secondary can resist the effect of the tether and will not travel with Whirda. The tether can be used offensively or defensively on primes who are unconscious or otherwise unable to resist the effect.[/spoiler]

Potential upgraded version

Umbral Tether (300) (Teleport, Debuff Proficiency): Concentrating for three seconds, during which time she can move normally but cannot use other moves or powers, Whirda creates a tether between her and a single target.  Whirda must touch her opponent at the end of the concentration period to establish the tether, and the tether will then remain active for fifteen seconds even if Whirda and her opponent move away from each other.  While the tether is active, when Whirda teleports her target travels with her to the destination.  If the target is unsuspecting and does not have the Teleport power, they will experience disorientation and dizziness for a few seconds while they reorient themselves.  If the target has moved further from the destination point than the range Whirda charged her teleport for, they will be teleported toward the destination point a distance equal to that range.  A single teleport breaks the tether, and only one tether can be created per round. 

Edit: Regarding the bit about them being out of range but still teleporting, is it necessary to specify they can't be teleported inside solid objects or something else zany like that?

I think being dizzy for a few seconds it a bit too long. For like, a very short movement where they're like, "oh fuck, how did I get here?" makes sense. But "a few seconds" is probably enough for you to teleport some dude near you and get a more solid edge over them. So, you can have it if you bump the charge a bit or add a fatigue cost. Or just reduce the disorientation duration.

Wording stolen from a similar move of mine that might be useful: "However, anyone brought with him will be dizzy and disorientated afterwards if they don't have the power themselves (or mimic) - this is easy to recover from, it just feels like they were spun around in a circle."
(06-01-2018, 11:37 AM)Whirda Wrote: Trying to alter/upgrade this move: 

[spoiler]Umbral Tether (300) (Teleport): With a few seconds of concentration, Whirda creates a tether of shadow energy between herself and a single target. This is a touch move and cannot be used from a distance. When using shadow clone swap or shadow step (teleport), the target travels with Whirda, disappearing and reappearing beside her. The tether is single use and lasts ten seconds even if she doesn't make use of it. After the tether fades, Whirda must wait one minute to create another tether. A conscious enemy prime or prime-affiliated secondary can resist the effect of the tether and will not travel with Whirda. The tether can be used offensively or defensively on primes who are unconscious or otherwise unable to resist the effect.[/spoiler]

Potential upgraded version

Umbral Tether (300) (Teleport, Debuff Proficiency): Concentrating for three seconds, during which time she can move normally but cannot use other moves or powers, Whirda creates a tether between her and a single target.  Whirda must touch her opponent at the end of the concentration period to establish the tether, and the tether will then remain active for fifteen seconds even if Whirda and her opponent move away from each other.  While the tether is active, when Whirda teleports her target travels with her to the destination.  If the target is unsuspecting and does not have the Teleport power, they will experience disorientation and dizziness for about one second while they reorient themselves.  If the target has moved further from the destination point than the range Whirda charged her teleport for, they will be teleported toward the destination point a distance equal to that range.  A single teleport breaks the tether, and only one tether can be created per round. 

Edit: Regarding the bit about them being out of range but still teleporting, is it necessary to specify they can't be teleported inside solid objects or something else zany like that?

Edited, dropped the time to just one second.
(06-01-2018, 02:07 PM)Whirda Wrote:
(06-01-2018, 11:37 AM)Whirda Wrote: Trying to alter/upgrade this move: 

[spoiler]Umbral Tether (300) (Teleport): With a few seconds of concentration, Whirda creates a tether of shadow energy between herself and a single target. This is a touch move and cannot be used from a distance. When using shadow clone swap or shadow step (teleport), the target travels with Whirda, disappearing and reappearing beside her. The tether is single use and lasts ten seconds even if she doesn't make use of it. After the tether fades, Whirda must wait one minute to create another tether. A conscious enemy prime or prime-affiliated secondary can resist the effect of the tether and will not travel with Whirda. The tether can be used offensively or defensively on primes who are unconscious or otherwise unable to resist the effect.[/spoiler]

Potential upgraded version

Umbral Tether (300) (Teleport, Debuff Proficiency): Concentrating for three seconds, during which time she can move normally but cannot use other moves or powers, Whirda creates a tether between her and a single target.  Whirda must touch her opponent at the end of the concentration period to establish the tether, and the tether will then remain active for fifteen seconds even if Whirda and her opponent move away from each other.  While the tether is active, when Whirda teleports her target travels with her to the destination.  If the target is unsuspecting and does not have the Teleport power, they will experience disorientation and dizziness for about one second while they reorient themselves.  If the target has moved further from the destination point than the range Whirda charged her teleport for, they will be teleported toward the destination point a distance equal to that range.  A single teleport breaks the tether, and only one tether can be created per round. 

Edit: Regarding the bit about them being out of range but still teleporting, is it necessary to specify they can't be teleported inside solid objects or something else zany like that?

Edited, dropped the time to just one second.

Sure, your upgrades are approved.
Dark Jak- Tier 1 Power-up

This powerup allows Jak to change to his alternative form, a dark beast with a hunger for blood etc, he also uses his claws to scratch his enemies but also he uses dark eco while in this form. His strength grows while in this form while used for offensive.

ATK: +2
DEF: +1
SPD: +2
TEC: N/A
[Image: oNAS6Nu.png]


[Image: Darkdata.png]Jak/Mar- Dynamite Kid/ DA 2018" (Translated text)[Image: hVDTXBF.gif](Thanks Ezzy!)

(06-01-2018, 02:09 PM)Jak Mar Wrote: Dark Jak- Tier 1 Power-up

This powerup allows Jak to change to his alternative form, a dark beast with a hunger for blood etc, he also uses his claws to scratch his enemies but also he uses dark eco while in this form. His strength grows while in this form while used for offensive.

ATK: +2
DEF: +1
SPD: +2
TEC: N/A

You already own this exact powerup, so I think you made a mistake here.

It was previously approved here: http://omniverse-rpg.com/showthread.php?...0#pid24530

And you've already purchased it.


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